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Skyrim Improved Magic System
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Category: Magic
File Size:
Posted:
Updated:
0.211 MB
Feb 8, 2012 @ 12:29pm
Oct 24, 2012 @ 9:56am
16 change notes ( view )
Description
Overview:

This mod aims to improve and overhaul Skyrim's Magic system, in a similar vein to that of LAME for Oblivion.
- More Spells
- Balanced Magic
- Spells that scale with the player
- Magic Skills perk overhaul
- Selection of staring spells

Note that new spells can be found distributed through the world, and can be found in dungeons or at the magic vedors.
All the spells are added to appropriate leveled lists, so you'll have to wait a few days before they appear, and they
won't all appear at once, so keep your eye out!


Details:

Dual casting spells: Dual casting costs 2.4x as much and and 2.6x as much damage.

New Spells:

Alteration:
- Feather
- Mark & Recall [Thanks to QOWY for letting me include his awesome Mark & Recall mod]
- Water walking [WIP]
- Unlock [Thanks to Shana for this one]

Conjuration:
- Summon Skeleton
- Summon Skeleton Archer
- Summon Skeleton Berserker
- Summon Skeleton Horde
- Summon Skeleton Army
- Summon Corrupted Shade
- Summon Familiar Pack (3 Familiars)
- Summon Large Familiar Pack (5 Familiars)
- Elemental Mastery (Summons a Frost, Flame & Storm Atronach)

Destruction:
- Absorb Health
- Absorb Magicka
- Absorb Stamina

Illusion:
- Night Eye
- Silence

Restoration:
- Cure Disease
- Cure Poison
- Fortify Alchemy
- Fortify Alteration
- Fortify Barter
- Fortify Block
- Fortify Conjuration
- Fortify Enchanting
- Fortify Health Regen
- Fortify Health
- Fortify Heavy Armour
- Fortify Illusion
- Fortify Light Armor
- Fortify Lockpicking
- Fortify Magicka Regen
- Fortify Magicka
- Fortify Marksman
- Fortify One Handed
- Fortify Persuasion
- Fortify Pickpocket
- Fortify Restoration
- Fortify Smithing
- Fortify Sneak
- Fortify Stamina
- Fortify Stamina Regen
- Fortify Two Handed

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Perks:
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Conjuration & Illusion:
- Novice Conjuration/Illusion - Novice spells last twice as long and cost 50% less to cast.
- Apprentice Conjuration/Illusion - Apprentice spells last twice as long and cost 50% less to cast. Novice spells last a further 10% longer.
- Adept Conjuration/Illusion - Adept spells last twice as long and cost 50% less to cast. Apprentice and Novice spells last a further 10% longer.
- Expert Conjuration/Illusion - Expert spells last twice as long and cost 50% less to cast. Adept, Apprentice and Novice last a further 10% longer.
- Master Conjuration/Illusion - Master spells last twice as long and cost 50% less to cast. Expert, Adept, Apprentice and Novice spells last a further 10% longer.

So this means with the Master Conjuration perk Novice spells are as follows:
- Novice - last 140% longer.
- Apprentice - last 130% longer.
- Adept - last 120% longer.
- Expert - last 110% longer.
- Master - last 100% longer.


Necromancy perk changed as follows:
- Necromancy Perk rank 1 (Conjuration level 40 requirement) - Summon up to 2 undead.
- Necromancy Perk rank 2 (Conjuration level 50 requirement) - Summon up to 3 undead.
- Necromancy Perk rank 3 (Conjuration level 60 requirement) - Summon up to 4 undead.
- Necromancy Perk rank 4 (Conjuration level 70 requirement) - Summon up to 5 undead.
- Necromancy Perk rank 5 (Conjuration level 80 requirement) - Summon up to 6 undead.
- Necromancy Perk rank 6 (Conjuration level 90 requirement) - Summon up to 7 undead.
- Necromancy Perk rank 7 (Conjuration level 100 requirement) - Summon up to 8 undead.

Elemental potency perk changed as follows:

- Elemental potency rank 1 (Conjuration level 80 requirement) - Conjured Atronachs are 50% more powerful.
- Elemental potency rank 2 (Conjuration level 90 requirement) - Summon up to 2 Atronachs.
- Elemental potency rank 3 (Conjuration level 100 requirement) - Summon up to 3 Atronachs.

Twin Souls changed as follows:
- Myriad Souls rank 1 (Conjuration level 75 requirement) - Total max summon count increased by one.
- Myriad Souls rank 2 (Conjuration level 75 requirement) - Total max summon count increased by one.

Destruction/Alteration/Restoration [Spells]:

- Novice [Spells] - Novice [Spells] spells are 5% more powerful and cost 50% less to cast.
- Apprentice [Spells] - Apprentice [Spells] spells are 10% more powerful and cost 50% less to cast. Novice [Spells] spells are a further 10% more powerful.
- Adept [Spells] - Adept [Spells] spells are 15% more powerful and cost 50% less to cast. Apprentice and Novice [Spells] spells are a further 15% more powerful.
- Expert [Spells] - Expert [Spells] spells are 20% more powerful and cost 50% less to cast. Adept, Apprentice and Novice [Spells] spells are a further 20% more powerful.
- Master [Spells] - Master [Spells] spells are 25% more powerful and cost 50% less to cast. Expert, Adept, Apprentice and Novice [Spells] spells are a further 25% more powerful.

So this means with the Master [Spells] perk Novice spells are as follows:
- Novice - 75% more powerful.
- Apprentice - 70% more powerful.
- Adept - 55% more powerful.
- Expert - 35% more powerful.
- Master - 25% more powerful.
- Master - 25% more powerful.


Alchemy:

SIMS:
- Alchemist: This perk now increases potion and poison strength by increments of 10% (Max = 50)
- Benefactor: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other effects are increased by 50%.
- Poisoner: Poisons you mix are now 50% more effective.
- Physician: Potions you mix that restore Health, Magicka or Stamina are 50% more powerful.

Enchanting:

- Enchanter: This perk increases enchantment strength by increments of 10% (Max = 50%)
- Fire Enchanter: Fire enchantments are now 50% stronger.
- Frost Enchanter: Frost enchantments are now 50% stronger.
- Storm Enchanter: Shock enchantments are now 50% stronger.
- Insightful Enchanter: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other skills are increased by 50%
- Corpus Enchanter: Health, magicka, and stamina enchantments are now 50% stronger.

Misc Changes:

Skill related enchantments now effect power instead of spell cost.
93 Comments
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Ninjareaper357 Nov 9 @ 11:28pm 
dlc doesnt bother me because i have all of it
im going to try this mod out right now...hope its good
Nega-Chan^^ Jun 29 @ 9:05am 
It need´s a DLC?
Gorsondor Sep 12, 2013 @ 1:48pm 
I agree with Mushbrains, giving the novice spells more power in allowing them to deal equal damage as master level spells would make casting those high level spells pointless as master spells take 3 seconds to cast while novice spells are only 1 second and destruction novice spells doing a constant stream of damage.

Am starting to think that this mod makes low level spells overpowered instead of giving both high and low spells equal spread of empowerment.
Mazeltoph Jun 19, 2013 @ 9:28pm 
Great and nescessary mod, but I'd like to point out something about the Destruction/Alteration/Restoration perks. If you give a higher bonus to Novice spells than you do to Master (for example) doesn't that make casting high-level spells pointless (as lower-level spells now are improved by perks to do equal or greater damage)? Perswonally I think all levels should get equal benefits so they better reflect the level it takes to cast them.
tprk77 Feb 12, 2013 @ 3:33pm 
Any chance bound weapon damage could also scale? They are pretty useless at higher levels.
Pesty Dreamer Feb 9, 2013 @ 2:21pm 
Boners...boners everywhere
Galgus Dec 27, 2012 @ 9:54am 
Where does one find the familiar pack spells, and how to they work with the Myriad souls perk?
elimack97 Dec 10, 2012 @ 5:27pm 
wish you made the destructions spells a little bit stronger otherwise good mod
Benjy52 Dec 2, 2012 @ 11:55pm 
Clever idea though - so simple yet effective.
AliTheLord  [author] Nov 18, 2012 @ 12:23pm 
Oh yeah, about that, I just added it in recently, though I can't remember whether I uploaded that version yet. Let me check.